
uniform mat4 u_ModelMatrix;
uniform mat4 u_ViewMatrix;
uniform mat4 u_ProjectionMatrix;
uniform sampler2D u_Texture0;


in 	 vec4 a_Position;
in 	 vec4 a_Color;
in 	 vec4 a_TexCoord0;

varying vec4 	o_Color;
varying  vec2	o_TexCoord;

void main()
{
	o_TexCoord = a_TexCoord0.xy;
	o_Color=  a_Color;
	
    gl_Position = u_ProjectionMatrix*u_ViewMatrix*u_ModelMatrix*a_Position;
}